Tailor Archive

Thread: Let's Talk About: Tailoring Experimentation

Syzygy-Gorath
Thu Mar 25, 2004 2:03 pm
#1






Syzygy-Gorath wrote:

(For n'Jessi's sanity)


The newly added Wookiee armor component requires experimentation relying on reqource qualities. This is a change from how tailoring has worked for a while now, and how many of us are accustomed to tailoring.


  • Are you in favor of tailoring experimentation?

No, I'm not.



  • What benefits would/should tailoring experimentation provide?

Higher durability (assuming move from death-decay to usage-decay.) Possibility for higher number of sockets (although with how SEAs work there isn't much point—perhaps if SEAs stacked with one another and BE tissues, i.e. +1 Pistol Aiming SEA++5 Pistol Aiming SEA = +6 Pistol Aiming shirt with 2 less available sockets.) Possibility of higher-capacity packs (I seem to remember some dev nixing this, but I could be wrong.)



  • What detriments would/could tailoring experimentation inflict?

Longer time-to-craft per item. More time spent resource hunting. Much more specialization required, making vendor stocking significantly more difficult.


As things stand we spend a large majority of our time on color scheming. If experimentation were to be adopted into tailoring I would expect to see far more armorsmith-style vendors than tailor-style vendors. I believe this would limit the wide selection of colors many tailors carry, and I am against such a shift.










œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Nuke490
Thu Mar 25, 2004 2:04 pm
#2


I think that Experimentation is a great thing...however, in oder to reach a compromise here...


I think that experimentation should ONLY work on items that we can craft that are used in other crafter's schematics as ENHANCERS.


So, for example: (after all that other discussion) Wookie armour should have an 'optional' slot for a 'Kashyyk Padding Armour Segment'. It currently is required in the schem. By it being optional, and giving us the ability to experiment upon it...tis would give us a viable, and desired item for others to put in armour, just as BE tissues are used in our fabric.


Even still, if the Segments remain 'required' instead of optional...this can still be good for us, IF we have experimentation upon that item...therefore it will NOT be just another 'trim' to give to chefs, or synth cloth to give to AS's...this will be an item that requires some actual use, and thus still be desired by the AS's to make the 'best' Armour.


ADDED: What if the experimentation on these new components only worked on items where it didn't matter what color they were? i.e. These armour components are experimented upon by us, but once you have the right 'combination', you can run out a crate of them in your factory, just like AS's do...you don't have to worry about coloring them...but the REST of your schematics (the clothes), would have NO experimentation...so you can continue to make those as you always have

Message Edited by Nuke490 on 03-25-2004 04:08 PM



Karenna Darkmoon

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kegboy
Thu Mar 25, 2004 2:10 pm
#3


This is copied from the wookie experimentation thread...


Eeer... am I the only one who DOESN'T want want to see an introduction of experimentation into the tailor profession? I'm up to my eyes in work normally as it is and experimentation will just hold me up more when working on customers orders at starports.


I can se a lot of benefits too, but speaking as a very busy tailor I REALLY don't like shifting all my harvs around every time a resource shifts just to keep up with good resources (this would be horrific if experimentation on synth cloths gave a big bonus to armour made with it, I'd have every armoursmith I deal with (a LOT) screaming for the best quality fibreplast and inert). I'm busy enough without surveying myself/hiring a surveyor to look for resources.


Kego Boya

Master Tailor

Master Artisan

Master Scout (soon to be Weaponsmith)

Rori Corbantis
Crudson
Thu Mar 25, 2004 2:11 pm
#4


  • Are you in favor of tailoring experimentation?

yes



  • What benefits would/should tailoring experimentation provide?

Extended durability. Maybe amount of glitter or sheen, sockets, increased backpack size, things like that. Not colors.


Ultimately the chance (if so desired) to create a more superior product. The removal of (albeit non-functional) experimentationwas vehemently opposed by this community. As artisans we should be able to put more effort into something to an effect. All non-BE clothing is the same, no matter who made it.



  • What detriments would/could tailoring experimentation inflict?

Complaints over time to make items.



Smi
Crudson
Thu Mar 25, 2004 2:16 pm
#5






kegboy wrote:


This is copied from the wookie experimentation thread...


Eeer... am I the only one who DOESN'T want want to see an introduction of experimentation into the tailor profession? I'm up to my eyes in work normally as it is and experimentation will just hold me up more when working on customers orders at starports.


I can se a lot of benefits too, but speaking as a very busy tailor I REALLY don't like shifting all my harvs around every time a resource shifts just to keep up with good resources (this would be horrific if experimentation on synth cloths gave a big bonus to armour made with it, I'd have every armoursmith I deal with (a LOT) screaming for the best quality fibreplast and inert). I'm busy enough without surveying myself/hiring a surveyor to look for resources.


Kego Boya

Master Tailor

Master Artisan

Master Scout (soon to be Weaponsmith)

Rori Corbantis






Don't forget that any experimentation on clothing will never be as crucial or demanded as with other professions. Clothing will still be principally about the look.



Smi
MayRee
Thu Mar 25, 2004 2:18 pm
#6

xperimentation could be on the following
Quality of clothing how good the clothes are initially, it may not be 1000/1000 everytime

Durability of clothing - how much the clothing decays each time you wear it....

Number of Sockets available


Clothing would actually decay and diaappear at 0/1000.


I think this would make Tailoring a challenge. Personally I was sad to see that they removed experimentation from Tailoring. I was hoping that they would fix it. I think this is the part that makes our profession a game. Plus it would allow for variance in clothing.





MayRee Shen-Ku
Master Tailor Master Pistoler
Syzygy-Gorath
Thu Mar 25, 2004 2:32 pm
#7






MayRee wrote:

xperimentation could be on the following
Quality of clothing how good the clothes are initially, it may not be 1000/1000 everytime

Durability of clothing - how much the clothing decays each time you wear it....

Number of Sockets available


Clothing would actually decay and diaappear at 0/1000.


I think this would make Tailoring a challenge. Personally I was sad to see that they removed experimentation from Tailoring. I was hoping that they would fix it. I think this is the part that makes our profession a game. Plus it would allow for variance in clothing.







One nit-pick: items should never self-destruct, simply become non-equippable. If an article of clothing given to me by someone very dear disappeared at 0/* condition I'd be very upset…even if I could only keep it in the bank and glance at the icon…well, you get the idea.



œ Slone Varnillian œ Eicia Obai œ Panda-Sy œ
Most of the universe's problems can be solved by the application of a brick to the side of the right head.
The problem is if you don't have a big enough brick or can't find the right head. The devil is in the details.
œ Galena Varnillian œ Ammon œ Gwrtheyrn œ

Rizzaka
Thu Mar 25, 2004 2:38 pm
#8







(For n'Jessi's sanity)



  • Are you in favor of tailoring experimentation?

100% For It.



  • What benefits would/should tailoring experimentation provide?

ONLY optional items/benefits, example would be perhaps glitter (if its introduced), expaned color pallets (for the things with the leather only colors), SynthCloth and Trim could offer resistances against elemental effects. I really don't know where we would use much experimentation but we should have



  • What detriments would/could tailoring experimentation inflict?
Poeple getting upset that they fell like they HAVE to use the experimentation or feeling they are worthless without it. That extra 5 minutes it takes to experiment may seem like too much time for some.











Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

kegboy
Thu Mar 25, 2004 2:39 pm
#9

I would LOVE to see item destruction at 0/100 it would give us a whole new market from all the arour wearers who have BE undershirts that get destroyed when they don't insure it.


I can understand the benefits and I personally LIKE experimenting (i'm working onWS just to use up my defunct combat skills for something more useful to me and I love experimentation there) but just due to the extremley hectic nature of my business and the fact that I can't factory run an experimented item because the customer would like it in 5 different colours and wants it now means that if I had to experiment I would so not be able to cope with the number of people I do now. I can also see BE's throwing up there arms if we could improve BE clothing without there help.


Having said all that I'm kinda glad I been horading all the experimentation and repair tapes I've found on the bazaar and looted for the day when experimentation was reintroduced! hehehe!


Kego Boya

Corbantis

SueDenim
Thu Mar 25, 2004 2:46 pm
#10

I'm not especially optimistic about a reasonable decay system being introduced in our lifetime, but if it was, sure, let there be experimentation on it. Though even there, I doubt there's going to be a *whole* lot of demand for especially high durability garments.

I'm against experimentation for experimentation's sake, and it's more than a little tough to think of good *and* implementable things to experiment on. Though one that might be good is experimenting on BE clothing, where a good result would increase the tissue's effectiveness. Possibly, you might revamp the tissues themselves a bit, downgrading their "base" stats as a result of this. Basically, spreading the experimentation on BE clothes across professions. And maybe to get adventurous, you could add in a chance of some "critical success" in experimentation giving a bonus to an unrelated skill, or something like that.



Bindi Kicklighter
Kicky Fashions of Kor Vella (-3403, 1395)
Visit our "Hall of Justice" display!
Kor Vella, Corellia, Lowca
ArthurDentOnBria
Thu Mar 25, 2004 3:45 pm
#11

I would love to have experimentation in clothing. It would make tailoring more challenging and interesting.


I'd say experimentation on clothing should have two bars, one for sockets, one for durability, and you can put points into either one of these or devide them between the two. So when someone comes and requests "4 sockets" we would now for the first time have some actual control over that. Same for durability. I actually think it would be kinda cool if clothing had different "base" values for durability. So for example say you bought a shirt from a master who used some primo fiberplast and wore it for a week. It would still very likely have more wear left in it then if the same item were made by a noob with grind quality stuff.



ArthurDent - former Bio Engineer, Tailor, and Droid Engineer
Account cancelled 7/8/05 due to game breaking bugs in these professions that have been neglected for FAR too long. Last day July 27 2005
custom tailoring and droid orders welcome. "making Evil products since July 2003"
Achiever: 80%, Explorer: 60%, Socializer: 46%, Killa 13%


NJ62
Thu Mar 25, 2004 3:52 pm
#12

A follow up:


Supposing hypothetically we were to want 1) use-based decay and 2) experimentation for durability (& sockets??) - what would happen to existing clothing? Would it be pre-nerf? I, for one, would want clothing that you could experiment on to bebetter than existing clothing (so as not to dry up the market for newly-crafted goods). Perhaps if 1000 were the base value, and we could experiment up from there?


Just something to think about.





n'Jessi
former correspondent, former player

All your hawtpants are belong to me.
www.swgtailor.com
PLEASE REGISTER FOR THE SWGTAILOR OFFSITE FORUM (IMAGE DESIGNERS WELCOME TOO)

Crudson
Thu Mar 25, 2004 4:08 pm
#13

Existing clothing should be grandfathered in to be grind-quality I expect. If it was set to be anything higher, loads of items could be made with junk in preparation of the change and have a higher durability with the same resources.



Smi
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